Jump to content

Photo

[Tutorial]How To Add,Remove and Swap Skill/Spell Effect


  • Please log in to reply
12 replies to this topic

#1
kurniallah2412

kurniallah2412

    Enthusiast

  • Members
  • PipPip
  • 121 posts
Just a small Tutorial on How to Add,Remove and Swap Skill/Spell Effect, Like I did on My Glowing Eyes

for Hawke
Mod

First You Need Gff4editor Download HERE

Click Gff4editor, then Click File>Open, Search for 2da.rim file, Located in Your Dragon Age Installation Directory by Default C/Program Files/Electronic

Arts/Dragon Age 2/packages/core/data

Posted Image

Then Choose abi_base.gda and Click "OK" for now click File then Save As change 2da.rim to abi_base.gda.

Posted Image

Now Before We Proceed, Open abi_base.gda one more time, this time select vfx_base.gda, Open it, then Save As like we did before this one change 2da.rim to

vfx_base.gda

Posted Image

Now We're Ready, Open abi_base.gda that you Save Before
Expand GFF V4.0, you should see 2 more Line, G2DA_COLUMN_LIST and G2DA_ROW_LIST, ignore G2DA_COLUMN_LIST, and expand G2DA_ROW_LIST, Now You should See a lot of

Line, if You Look Closely it's all Spells/Skills and other stuff

Posted Image

What we should do is find witch skills we want to edit, in this tutorial we want to edit "Blood Magic", Scroll Down Until you Find Line Like in this picture and

expand it

Posted Image

You Should See 115 Line of G2DA_COLUMN_1 till G2DA_COLUMN_115, the Effect Line is G2DA_COLUMN_64 Like in the Picture, and You'll also see Edit Tab under the

Index, when You Click G2DA_COLUMN_64 it should show a tab that you can edit "I'll Mark The Tab"

Posted Image

You Can Edit the value in the Edit Tab, Different Value Means Different Effect,
I'll List The Effect

305901 - Spirit of Vengeance (Male Only)
502012 - Blue Glow Effect (Male)
502013 - Blue Glow Effect (Female)
415000 - Meredith Red Glowing Eyes (Female Only)


so if you want to add Meredith Glow Eyes Effect then you should change the value to 415000, and "Important !" click Save after you Edit The Value
See Picture

Posted Image

Be Sure the Value in G2DA_COLUMN_64 Line Changed "if you dont forget to click save, then it should be changed"
then you're done, click File>Save As abi_base.gda

Last Thing You Should do is Put the abi_base.gda to your override folder "My Document>Bioware>Dragon Age 2>packages>core>override" Start Your Game use Blood

Magic,, and Tadaaa~~~ You Implant LED to Hawke Eyes LOLz

and you must be curious what vfx_base.gda used for, well you can open it with Gff4editor, it's effect database, you can search for effect value there, or making a small tweak for the effect too~

#2
PCSorcerer

PCSorcerer

    Newbie

  • Members
  • Pip
  • 12 posts
Nice tutorial, thnx for the effort.
I have a question tho.
How did you know that G2DA_COLUMN_64 was the Effect Line?
And how can I find out what each "G2DA_COLUMN_" means?
I would like to modify more, like spells/skills costs, damage, range, radius...and so on, do you have some kind of list that can tell me what columns is which.
Thnx in advance.

#3
kurniallah2412

kurniallah2412

    Enthusiast

  • Members
  • PipPip
  • 121 posts
well I just tried everyline, and see what that line do~ LOLZ and seriously I did that~

and honestly I dont know what another line do~~
just accidentally found line 64 is Effect Line ^^

#4
harfen

harfen

    Journeyman

  • Members
  • Pip
  • 39 posts

I would like to modify more, like spells/skills costs, damage, range, radius...and so on, do you have some kind of list that can tell me what columns is which.


Here's my cheat sheet for abi_base.gda. Also GDApp has many columns already labeled if you use that instead of GFFeditor.

abi_base.gda

1: ID
2: Label
3: string ability title name
4: string ability description
5: string type
	root 			same as 4

	rog/war	attack/passive	6201461
	rog/war	sustained	6204884
	rog/war	upgrades	6204882

	mage	attack/passive	6201951
	mage	sustained	6204883
	mage	upgrades	6204881
6: icon

7: condition flags (additive)
	2 - caster has a one-handed weapon
	4 - caster has dual daggers 
	8 - caster has a two-handed weapon equipped
	32 - caster has a bow equipped
	2048 - cannot be used when the caster has Panacea or Healing Aura active
	4096 - this ability is only available during combat

8: condition mode (ID of active mode req)

11: Prereq 1
12: Prereq 2
13: Prereq 3
14: Prereq 4

15: Points req (points in specialization/category)
16: Level req

21:  icon X position
22:  icon Y position

23:  upgrade 1
24:  upgrade 2
25:  upgrade 3
26:  upgrade 4

30: type category
	1 - rogue/warrior abilities
	2 - mage abilities and some companion specials
	3 - tech tree roots
	4 - items
	5 - ability upgrades
	6 - hidden passives, like tech tree prereqs and monster immunities
	7 - NPC warrior abilities
	8 - NPC mage abilities
	10 - basic warrior/rogue attacks (swords, bites)
	11 - basic magical attacks (staves, rage demon hits)
31: type X
	0 most
	1 for most active party abilities
	2 for most party modal abilities
32: type cost (ability points to purchase)
	0 implies free once req met, requires 31 must also be 1 or 2
33: type use
	1 is an active ability
	2 is a modal ability
	3 is a passive ability
	4 is an upgrade 
34: cost
35: cooldown
37: target type (additive) 
	1 is self
	2 is any party member
	4 is any enemy
	12 is AOE 
	3 (1+2) is self or any party member

60: Ability class & type ("Mage singletarget", "Mage modal")

96: Damage				float_1
97: Magnitude modifiers (force)		float_2
98: Duration				float_3
99: Interval for effect 		float_4

100: Effect magnitude

101: Additional effect magnitudes 
102: "	(Heroic Aura: 100=15, 101=7.5 - upgrade is 102=10, 103=10)
103: "	(winters grasp: 101=brittle chance)
104: "
105: "
106: "
107: "

Edited by harfen, 01 April 2011 - 07:32 PM.


#5
PCSorcerer

PCSorcerer

    Newbie

  • Members
  • Pip
  • 12 posts
Thank you, this helps a lot.

#6
gmg2dave

gmg2dave

    Faithful poster

  • Supporter
  • PipPipPipPip
  • 1,070 posts
Is it possible to use this method to change the animation for attacks made with individual weapons? I have been able to change the model of several mauls to the w_stf_006a staff model (awesome looking beater stick) but the animation for the attacks becomes that of the two handed weapon. It would be great if I could figure out how to keep the attack animation for the melee range staff attacks with that weapon, without messing around with animations for other two handed weapons. Or perhaps just changing the animation when using mauls only.

Any help would be greatly appreciated.

#7
mediocrememory

mediocrememory

    Enthusiast

  • Members
  • PipPip
  • 237 posts
Another column to add is #49 which can replace the ability cast animation.

Edited by mediocrememory, 01 May 2011 - 10:31 PM.


#8
Tair

Tair

    Old hand

  • Supporter
  • PipPipPip
  • 875 posts
@mediocrememory: lines 48 and 49 control the physical animation of the person casting the ability. Similarly, line 64 controls the visual effect of a sustained mode, including the attack animation change caused by Shield Defense.

Edited by Tair, 02 May 2011 - 03:21 AM.


#9
mediocrememory

mediocrememory

    Enthusiast

  • Members
  • PipPip
  • 237 posts

@mediocrememory: lines 48 and 49 control the physical animation of the person casting the ability. Similarly, line 64 controls the visual effect of a sustained mode, including the attack animation change caused by Shield Defense.


Ah, thank you. The character animation is 48, right? Not very good at saying what I mean but I understand that 49 is the crust and 64 is the loop. So in theory, if I were to swap 48 with another abilities, the character would perform that animation instead of the original? Having trouble replacing haste animation with the force telekinetic push.

Edit: to answer my own question... yep lol. It was in fact what I needed to change. Thank you for letting me know the column.

Edited by mediocrememory, 02 May 2011 - 02:55 PM.


#10
JRHigley

JRHigley

    Newbie

  • Members
  • Pip
  • 12 posts

. . . Similarly, line 64 controls the visual effect of a sustained mode, including the attack animation change caused by Shield Defense.


Do you mean line 54?

Shield Defense may be unique in this regard, but the animation for that talent is at line 54: Art\Characters\PlayerCharacter\HumanMale\Animation\BlendTree\ShieldDefence_Override.anb

I actually went in and deleted that entry and was able to restore the original weapon and shield animation:

http://www.dragonage...ile.php?id=2936

-JR

Edited by JRHigley, 26 June 2011 - 05:21 AM.





Page loaded in: 1.025 seconds